Augmented Reality

Requirements

At the moment of writing, only Chromium-based browsers on Android support immersive-ar session type.

Other information

Blocks

enter ar mode :: #d10000

If AR is not supported and the error message haven't been shown yet, shows a popup with an error message.

If AR is supported and project is currently not in AR, attempts to enter AR mode. While doing so, it will pause the script it is in, in the same way ask block does. It will first try to enter AR mode directly. That may fail because entering AR can only be triggred by user interaction. If it fails, it will make it so after user clicks/taps the project will attempt to enter AR. If that fails as well or either of those 2 attempts succeed it will resume the script execution. After it resumes, project may or may not be in AR mode. Projects should handle both cases.

The origin of coordinate system is placed at or close to position of the device at the time this block was called.


exit ar mode :: #d10000

If the project is in AR mode, exits it.


<is in ar? :: #d10000>

Tells if the project is currently in AR mode.


<is [ar v] available? :: #d10000>

Tells if AR is supported on this device.


<is [pose v] available? :: #d10000>

Tells if AR engine knows what the current camera position and orientation is.

After entering AR mode, is is not immediately available as the map of the environment needs to be built first. After enough information about environment has been gathered and processed, it becomes available. It can temporarily become unavailable due to lack of detailed features in the view of camera that are used for motion tracking, fast motion causing camera image to become too blurry or camera getting covered.


<is [hit position v] available :: #d10000>

Tells if AR engine knows where the point of ray intersection is.

Can become unavailable for the same reasons as [is [pose] available?]


(stage width :: #d10000)

Tells stage width in scratch units. Default is 480.

This value may change when entering AR.


(stage height :: #d10000)

Tells stage height in scratch units. Default is 360.

This value will not change when entering AR.


(item [1] of [view v] matrix :: #d10000)

view matrix - is a matrix that can be used to transform points from the view space (with origin is at the camera) to the world space (relatively to the world origin). It includes rotation and translation of the camera.

Also:

view[13] = position[x]
view[14] = position[y]
view[15] = position[z] 

(item [1] of [inverse view v] matrix :: #d10000)

inverse view matrix = view matrix-1

Describes the opposite transformation to the view matrix: From the world space (relatively to the world origin) to the view space (with origin is at the camera).


(item [1] of [projection v] matrix :: #d10000)

For perspective projection in scratch you are likely used to doing something like this:

screenX = x * dist / z
screenY = y * dist / z

With this extension it's more complicated: projection is done by first doing a 4x4 projection matrix multiplication by 4D vector x,y,z,1, with result being X,Y,Z,W, then performing division of X,Y,Z by W to get screen coordinates in range from -1 to 1, and then multiplying them by half of stage width and height to get scratch coordinates.

The matrix is a perspective projection matrix with the assumption camera faces negative z and that screen coordinates range from -1 to 1.

It's calculated as:

                                      /\
                                     /||\
                                      ||     OUT
   IN                                 ||  [X,Y,Z,W]
[x,y,z,1]                             ||
      \     [ 2 * dist / width,                 0,                             0,  0 ]  [  1, 2, 3, 4 ]
_______\    [                0, 2 * dist / height,                             0,  0 ]  [  5, 6, 7, 8 ]
^^^^^^^/    [                0,                 0,   (near + far) / (near - far), -1 ]  [  9,10,11,12 ]
      /     [                0,                 0, near * far / (near - far) * 2,  0 ]  [ 13,14,15,16 ]

near = depth of near plane
far = depth of far plane

Point is only visible if -W < X,Y,Z < W.

screenX = X / W
screenY = Y / W
screenZ = Z / W (for depth buffer)

If the first codition was true, then -1 < screenX,screenY,screenZ < 1 is also always true. Note that the opposite is not always true (think of what happens when W is negative).

To get a better understanding of this topic, you may read:

Projection matrix contains a lot of 0s, and can be simplified. As the result of simplifications it is possible to make it look closer to how it is usually done on scratch:

screenX = x * (2 * dist / width) / -z * (width / 2)
screenY = y * (2 * dist / height) / -z * (height / 2)

screenX = x * (2 * dist / width) * -1 * (width / 2) / z
screenY = y * (2 * dist / height) * -1 * (height / 2) / z

negative_dist = (2 * dist / width) * (width / -2) = (2 * dist / height) * (height / -2)

(2 * dist / width) = projection[1]
(2 * dist / height) = projection[6]

negative_dist = projection[1] * (width / -2) = projection[6] * (height / -2)
screenX = x * negative_dist / z
screenY = y * negative_dist / z

(item [1] of [combined v] matrix :: #d10000)

combined matrix = projection matrix * inverse view matrix

Transforms positions from world space to view space, then to projected.


(position [x v] :: #d10000)
(position [y v] :: #d10000)
(position [z v] :: #d10000)

Camera position relatively to the world origin.


(orientation [r v] :: #d10000)
(orientation [i v] :: #d10000)
(orientation [j v] :: #d10000)
(orientation [k v] :: #d10000)

Camera orientation represented as quaternion.


(hit position [x v] :: #d10000)
(hit position [y v] :: #d10000)
(hit position [z v] :: #d10000)

A ray that originates from camera in the direction the camera is facing (center of the screen) intersects the first detected real world surface. This block returns the coordinates of that intersection point.


move everything by x: [0] y: [0] z: [0] :: #d10000

Moves the coordinate system by specified amount.

It can also be understood as switching to a new coordinate system with origin at a given location in the current coordinate system.

Usage example:

After starting the project, it may be a good idea to give user a way to pick location for AR content and then perform this before starting the main AR game/animation/etc.

move everything by x: (hit position [x v] :: #d10000) y: (hit position [y v] :: #d10000) z: (hit position [z v] :: #d10000) :: #d10000

turn everything by r: [0] i: [0] j: [0] k: [0] :: #d10000

Internally it also does quaternion normalization, so you don't have to worry about doing it yourself.

Usage example:

This script can be used to rotate XZ around Y-axis:

turn everything by r: ([cos v] of ((angle) / [2])) i: [0] j: ([sin v] of ((angle) / [2])) k: [0] :: #d10000

set resolution [1] :: #d10000

accepts values from 0.1 to 1. changes the resolution at which the project is rendered

Reducing resolution can improve performance and reduce memory usage.

Examples

Example 1

when flag clicked enter AR mode :: #d10000 repeat until <not <is in AR? :: #d10000>> clear point at [0.1] [0.5] [-0.3] end define point at (x) (y) (z) set [X v] to ((((x) * (item [1] of [combined v] matrix :: #d10000)) + ((y) * (item [5] of [combined v] matrix :: #d10000))) + (((z) * (item [9] of [combined v] matrix :: #d10000)) + (item [13] of [combined v] matrix :: #d10000))) set [Y v] to ((((x) * (item [2] of [combined v] matrix :: #d10000)) + ((y) * (item [6] of [combined v] matrix :: #d10000))) + (((z) * (item [10] of [combined v] matrix :: #d10000)) + (item [14] of [combined v] matrix :: #d10000))) set [Z v] to ((((x) * (item [3] of [combined v] matrix :: #d10000)) + ((y) * (item [7] of [combined v] matrix :: #d10000))) + (((z) * (item [11] of [combined v] matrix :: #d10000)) + (item [15] of [combined v] matrix :: #d10000))) set [W v] to ((((x) * (item [4] of [combined v] matrix :: #d10000)) + ((y) * (item [8] of [combined v] matrix :: #d10000))) + (((z) * (item [12] of [combined v] matrix :: #d10000)) + (item [16] of [combined v] matrix :: #d10000))) if <([abs v] of (X)) < (W)> then if <([abs v] of (Y)) < (W)> then if <([abs v] of (Z)) < (W)> then go to x: (((X) / (W)) * ((stage width :: #d10000) / [2])) y: (((Y) / (W)) * ((stage height :: #d10000) / [2])) pen down pen up end end end

Example 2

when flag clicked enter AR mode :: #d10000 repeat until <not <is in AR? :: #d10000>> clear View matrix and camera coords point at [0.1] [0.5] [-0.3] end define View matrix and camera coords set [MXX v] to (item [1] of [view v] matrix :: #d10000) set [MXY v] to (item [5] of [view v] matrix :: #d10000) set [MXZ v] to ([0] - (item [9] of [view v] matrix :: #d10000)) set [MYX v] to (item [2] of [view v] matrix :: #d10000) set [MYY v] to (item [6] of [view v] matrix :: #d10000) set [MYZ v] to ([0] - (item [10] of [view v] matrix :: #d10000)) set [MZX v] to (item [3] of [view v] matrix :: #d10000) set [MZY v] to (item [7] of [view v] matrix :: #d10000) set [MZZ v] to ([0] - (item [11] of [view v] matrix :: #d10000)) set [camX v] to (item [13] of [view v] matrix :: #d10000) set [camY v] to (item [14] of [view v] matrix :: #d10000) set [camZ v] to (item [15] of [view v] matrix :: #d10000) set [dist v] to ((item [6] of [projection v] matrix :: #d10000) * ((stage height :: #d10000) / [2])) define point at (x) (y) (z) set [x2 v] to ((x) - (camX)) set [y2 v] to ((y) - (camY)) set [z2 v] to ((z) - (camZ)) set [rotX v] to ((((x2) * (MXX)) + ((y2) * (MYX))) + ((z2) * (MZX))) set [rotY v] to ((((x2) * (MXY)) + ((y2) * (MYY))) + ((z2) * (MZY))) set [rotZ v] to ((((x2) * (MXZ)) + ((y2) * (MYZ))) + ((z2) * (MZZ))) if <(rotZ) > [0]> then go to x: (((rotX) * (dist)) / (rotZ)) y: (((rotY) * (dist)) / (rotZ)) pen down pen up end